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GAMES, LEARNING, AND SOCIETY: LEARNING AND MEANING IN THE DIGITAL AGE

Constance Steinkuehler, Kurt Squire, Sasha Barab



 

This volume is the first reader on videogames and learning of its kind. Covering game design, game culture, and games as 21st century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers, and writers in the emerging field of games and learning – including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin, and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover

9780521196239

2012

480

English

Paperback

9780521144520

2012

480

English

eBook

N/A

2012

480

 

TAGS


Publishers: #CambridgeUniversityPress (Cambridge University Press)

Languages: #English

Year: #Year2012

Genres: #GameDesign


Companies:

#Harmonix (Harmonix)


Public Figures:

N/A


Games:

#SecondLife (Second Life)

#Uncharted (Uncharted 2: Among Thieves)


Misc:

N/A

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